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The Steve

Member Since 04 Oct 2005
Offline Last Active Nov 16 2013 11:56 AM

Posts I've Made

In Topic: How do you suppose a map like this is rendered?

06 August 2012 - 03:38 PM

Simplest way? Yes, a model. Basically a bunch of sub-divided planes (representing each country) with some sort of height-map for elevation. If each sub-divided plane has its own material, you could change it at will during run-time.

Awesome. Thanks for the input! :)

In Topic: Do you use class templates in C++game programming much?

05 April 2011 - 06:41 AM

The question really is pretty vacuous; what is appropriate for one game or team might vary wildly from what works for someone else.


Anyway, the stem of all of this is that some colleagues of mine are preaching the glories of generic algorithms and generic programming. They're arguing that our code should be as generic and portable as possible. I see their reasoning, because it makes perfect sense. But my thought is that if you're targeting one platform and you're making a game after all, making things generic for the sake of being generic might be too much work for the reward. That said, I'm no Donald Knuth. Perhaps I have yet to see the light.

In Topic: Do you use class templates in C++game programming much?

04 April 2011 - 07:15 PM

That depends on what you mean by "use". If you mean writing template classes, I do so only infrequently (outside of answering questions here). If you mean using instances of existing template types I do so all the time (std::vector, std::string, smart pointers, etc.).

Ya - I use templated types constantly as well. But yes, I was referring to writing templated classes. I'm glad to hear it's pretty rare, because a couple colleagues at my office keep preaching to me how I should be using them more. But, most of the time, I just don't see the point. They're very, very brilliant structure with a lot of generic flexibility. But for game programming, it seems it's just best to use what is quick, fast, and easy. And that never seems to be templates. Interested in hearing people that have a different opinion, though.

In Topic: DirectX UI programming links?

09 February 2010 - 01:40 PM

I actually have the artist. I was more curious as to, well, how to make the font affects appear on the screen with the background he designed. For example, take the DXUT sample from the Directx9 SDK. There, they have some sort of static control that has a nice background - but, like almost all directx, I can't seem to find how they did that without digging through a ton of objects that build off of this, which build off of that, which build off of that, etc.

In Topic: DirectX UI programming links?

09 February 2010 - 01:11 PM

Here's a nice link to what I'm talking about: